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@Kiiro:I'll try to get the list finished as fast as possible, but I also want it to be as correct as possible, so I'm not going to rush this one.
I'll check all of the sprites for parameters, as many of them have them, but they are not explained in the old sprite lists we currently have...

@copyRIGHThunter:I've just tried some of the things you have listed.
I must say, that I am amazed what cool stuff there's hidden inside this game!

Just look at this:Those blocks have numbers on them.
You can pick them up and throw them as often, as the number says.
Each time you throw one the number on it counts down.
But the sick thing is, that they'll stick to any other solid object you'll throw them at, allowing for creative stair building puzzles!

I don't think such blocks ever appeared in any other Mario game.
I can't believe, that such great ideas remained unused...

SMA4 could've been much more than a simple SMB3 remake, if the e-Reader wouldn't have been such a failure...

I'm building a short level which has all kinds of cool unused stuff to play around with.
It should be finished soon.
Maybe not today, but definitely tomorrow, promised!

Awesome stuff Upa! I'm getting lots of level ideas from this stuff! These'd be really cool to use with puzzles that use the P-Switch or the (!) Switch. Like having floating coins and these blocks with a P-Switch. You hit the switch and a hidden door appears in the air, and the coin becomes a brick block. You'd have to toss the Sticky Blocks against the coin quickly to access the hidden door in the air. Or these could be used to divert Lil' Spark or Hot Head. I wonder if these can be used to stop Thwomps? There's also the possibility of having to find invisible blocks, then tossing these to stick to them. Oh, also, I could use these to build small bridges for enemies or kicked shells too! Oh the ideas!!!

Thanks for doing all of this. I wish you luck with the sprite list so progress on Solar Magic Advance will continue.

Posted by Upaluppa@Kiiro:I'll try to get the list finished as fast as possible, but I also want it to be as correct as possible, so I'm not going to rush this one.
I'll check all of the sprites for parameters, as many of them have them, but they are not explained in the old sprite lists we currently have...

I don't mind that, just take your time ^^
Anyway, about that numbered blocks, it just makes me wants to make those eLevels. Ideas just comes to my head. But i will make eLevels once i did Solar Magic Advance 0.35 (with his add objects and sprites support).

Just use this save with an US V1.0 SMA4 ROM, go to World-e, select "Dreamcourse 1" and have fun with sticky blocks! There are some other levels I've been working on in that savefile as well, most of them are unfinished, but just go see for yourself, ok? ^^

MY goal is to eventually UPLOAD a save file that has all 37 (currently existing) e-reader levels in one file. (with Star 1-5 erased, and Mushroom 1-30, PR1 and PR2 all accessible)

All the levels will have english names, work properly, and (of course) the file will have maxed out coins and score.

Your uploading of that Mushroom 29.level will HELP ME achieve this future upload of mine, so thank you!

One quick question however:

How do I convert the .level file into a .raw (or .bin) file?

I presume this would involve me having to use Solar Magic Advance? If so, what should I do?

On an unrelated note, I intend on playing that custom level of yours soon when I get some free time! Judging from what I've read from you, you've been laboring away at this project intensely, and I want to be one of the first to honor your effort-driven works!

EDIT:

Also, the level SHOULD be titled as exactly: (without the quotation marks)

"Bowser's Airship Pt 1"

(this is because the second one [Mushroom 30] is entitled "Bowser's Airship Pt 2")

But if the ability to edit the level name IS within Solar Magic Advance, then this shouldn't even be an issue at all.

I'm just worried about converting it into either .raw or .bin, as previously stated.

We can put .level with "sma4savtool" (with sma4savtool, I do not manage to put the levels but if we have .level but his would be better to make the save with this software rather than with a .level there .bin for the simple reason that the converter " .level .bin " do not still exist (finally I believe ...))

Kiiro, PLEASE release a build of Solar Magic Advance that WILL convert .level to .raw (or .bin) and vice versa!!!

If you do so, it will be a BREAKTHROUGH in e-Level hacking!!!

I will be eagerly/patiently awaiting this release. So GODSPEED on it's development!!!

EDIT:

I just learned how to use sma4savtool AND Solar Magic Advance!

I can just automatically add levels (from the .level format) into my game, so that adds a breath of relief for me.

So here is my question:

HOW DO I CHANGE THE NAME OF A LEVEL???

I tried hex-editing levels' name data, and then adding them to my save file. But the results ended in the game crashing every time I tried loading the levels themselves.

CAN SOMEONE HELP ME OUT HERE?!?

(I already know that the name data starts at 0x40 for regular e-levels, and 0x180 for e-coin e-levels. WHAT ELSE should I know here???)

EDIT 2:

Disreguard that. It turns out that when EXPANDING or contracting the character size of a name (ei, XXXX instead of XXX) the Data headers (0x05 through 0x3F) ALSO have to be edited to whatever offsets the data level was originally positioned at.

For example, if the first data header referenced data at 0x004F, then 0x05=4F and 0x06=00. And conversely, 0x4F would be what it's referencing (which in most cases is '40')

so if that '40' gets moved up one or two bytes, (example, now 0x5F='40', instead of 4F), then just add +10 ALL the data references. (in other words, change 0x05=4F to 0x05=5F)

I hope that made sense to anyone familiar with Hex Editing.

All I'm trying to say is that if one is going to edit the Name of a e-Level, just make sure to also edit the Data Headers, so that they too work correctly. Otherwise your 'edited' e-Level WILL crash the game when selected!!!